189 lines
6.2 KiB
TypeScript
189 lines
6.2 KiB
TypeScript
module TS.SpaceTac.UI {
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// Graphical representation of a battle
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// This is the area in the BattleView that will display ships with their real positions
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export class Arena extends Phaser.Group {
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// Link to battleview
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battleview: BattleView;
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// Arena background
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background: Phaser.Button;
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// Hint for weapon or move range
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range_hint: RangeHint;
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// Input callback to receive mouse move events
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private input_callback: any;
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// List of ship sprites
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private ship_sprites: ArenaShip[] = [];
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// List of drone sprites
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private drone_sprites: ArenaDrone[] = [];
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// Currently hovered ship
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private hovered: ArenaShip;
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// Currently playing ship
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private playing: ArenaShip;
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// Layer for particles
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layer_weapon_effects: Phaser.Group;
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// Create a graphical arena for ship sprites to fight in a 2D space
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constructor(battleview: BattleView) {
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super(battleview.game);
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this.battleview = battleview;
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this.playing = null;
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this.hovered = null;
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this.range_hint = null;
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var offset_x = 133;
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var offset_y = 132;
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var background = new Phaser.Button(battleview.game, 0, 0, "battle-arena-background");
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var expected_width = battleview.getWidth() - offset_x;
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var expected_height = battleview.getHeight() - offset_y;
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background.scale.set(expected_width / background.width, expected_height / background.height);
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this.background = background;
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// Capture clicks on background
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background.onInputUp.add(() => {
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battleview.cursorClicked();
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});
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// Watch mouse move to capture hovering over background
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this.input_callback = this.game.input.addMoveCallback((pointer: Phaser.Pointer) => {
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var point = new Phaser.Point();
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if (battleview.game.input.hitTest(background, pointer, point)) {
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battleview.cursorInSpace(point.x * background.scale.x, point.y * background.scale.y);
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}
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}, null);
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this.position.set(offset_x, offset_y);
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this.addChild(this.background);
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this.range_hint = new RangeHint(this);
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this.addChild(this.range_hint);
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this.init();
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}
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destroy() {
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this.game.input.deleteMoveCallback(this.input_callback);
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super.destroy();
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}
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// Initialize state (create sprites)
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init(): void {
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// Add ship sprites
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this.battleview.battle.play_order.forEach(ship => {
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var sprite = new ArenaShip(this, ship);
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this.addChild(sprite);
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this.ship_sprites.push(sprite);
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});
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this.layer_weapon_effects = new Phaser.Group(this.game);
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this.addChild(this.layer_weapon_effects);
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}
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// Get the current MainUI instance
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getGame(): MainUI {
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return this.battleview.gameui;
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}
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// Remove a ship sprite
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markAsDead(ship: Ship): void {
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var sprite = this.findShipSprite(ship);
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if (sprite) {
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sprite.setDead(true);
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}
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}
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// Find the sprite for a ship
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findShipSprite(ship: Ship): ArenaShip {
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var result: ArenaShip = null;
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this.ship_sprites.forEach((sprite: ArenaShip) => {
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if (sprite.ship === ship) {
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result = sprite;
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}
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});
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return result;
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}
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// Set the hovered state on a ship sprite
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setShipHovered(ship: Ship): void {
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if (this.hovered) {
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this.hovered.setHovered(false);
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}
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var arena_ship = this.findShipSprite(ship);
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if (arena_ship) {
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arena_ship.setHovered(true);
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}
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this.hovered = arena_ship;
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}
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// Set the playing state on a ship sprite
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setShipPlaying(ship: Ship): void {
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if (this.playing) {
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this.playing.setPlaying(false);
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}
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var arena_ship = this.findShipSprite(ship);
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if (arena_ship) {
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arena_ship.setPlaying(true);
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}
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this.playing = arena_ship;
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this.battleview.gameui.audio.playOnce("battle-ship-change");
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}
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/**
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* Find an ArenaDrone displaying a Drone.
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*/
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findDrone(drone: Drone): ArenaDrone | null {
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return first(this.drone_sprites, sprite => sprite.drone == drone);
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}
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/**
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* Spawn a new drone
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*
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* Return the duration of deploy animation
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*/
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addDrone(drone: Drone, animate = true): number {
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if (!this.findDrone(drone)) {
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let sprite = new ArenaDrone(this.battleview, drone);
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let angle = Math.atan2(drone.y - drone.owner.arena_y, drone.x - drone.owner.arena_x);
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this.addChild(sprite);
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this.drone_sprites.push(sprite);
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if (animate) {
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sprite.position.set(drone.owner.arena_x, drone.owner.arena_y);
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sprite.rotation = drone.owner.arena_angle;
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let move_duration = Animation.moveInSpace(sprite, drone.x, drone.y, angle);
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this.game.tweens.create(sprite.radius).from({ alpha: 0 }, 500, Phaser.Easing.Cubic.In, true, move_duration);
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return move_duration + 500;
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} else {
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sprite.position.set(drone.x, drone.y);
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sprite.rotation = angle;
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return 0;
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}
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} else {
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console.error("Drone added twice to arena", drone);
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return 0;
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}
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}
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// Remove a destroyed drone
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removeDrone(drone: Drone): void {
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let sprite = this.findDrone(drone);
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if (sprite) {
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remove(this.drone_sprites, sprite);
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sprite.destroy();
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} else {
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console.error("Drone not found in arena for removal", drone);
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}
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}
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}
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}
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